Medium Humanoid (Any Race), Lawful Neutral
Armor Class 18 (studded leather and shield)
Hit Points 51 (6d10 + 18)
Speed 30 ft.
STR
13 (+1)
DEX
19 (+4)
CON
17 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws DEX +6, INT +5
Skills Arcana +6, Athletics +4, Investigation +6, Religion +6, Survival +5
Senses Passive Perception 12
Languages Common, Dwarvish, Elvish, Primordial
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Hunters Bane. The blood hunter apprentice has advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

Dueling. When the blood hunter is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon.

Crimson Rite. As a bonus action, the blood hunter can imbue a weapon to strike for 3 (1d6) extra fire damage. On activating the rite, it takes 3 (1d6) damage. Rite damage is magical and lasts while it holds the weapon or until it completes a short/long rest

Blood Maledict. The Blood Hunter can invoke a blood curse twice per short rest. It can choose to amplify the curse, losing 1d6 hit points itself. Creatures that do not have blood in their bodies are immune to blood curses, unless it amplified the curse.
Pact Magic. The Blood Hunter is a 6th level one third caster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It knows the following spells.
• Cantrips (at will): green-flame blade, infestation
• 1st level (2 slots): protection from evil and good, armor of agathys, cause fear
Brand of Castigation. Whenever the blood hunter damages a creature with its Crimson Rite feature, it can choose to sear an arcane brand of hemocraft magic into it. The blood hunter always knows the direction to the branded creature, and each time the branded creature deals damage to the blood hunter or a creature it can see within 5 feet of it, the creature suffers 3 psychic damage. The brand lasts until the blood hunter dismisses it, or it applys a brand to another creature.
 
Actions

Multiattack. The Blood Hunter makes two weapon attacks.

Raiper. Melee Weapon Attack.  +7 to hit, reach 5ft, one target. Hit:  10 (1d8 + 6) piercing damage.

Hand Crossbow. Ranged Weapon Attack. +7 to hit, reach 30/120, one target. Hit:  7 (1d6 + 4) piercing damage. 

Reactions

Blood Curse of the Eyeless(Uses Blood Maledict use). When a creature the Blood Hunter can see within 30 feet of it makes an attack roll, it can use its reaction to roll one 1d4 and subtract the number rolled from the creature’s attack roll. It can choose to use this feature after the creature’s roll. The creature is immune if it is immune to blindness. The blood hunter can take a 1d6 damage when this feature is used to apply this to all of the affected creatures attack rolls until the end of its turn. 

Blood Curse of the Marked(Uses Blood Maledict use). The Blood Hunter can mark a creature that it can see within 30 feet of it. Until the end of its turn, whenever it deals rite damage to the target, it rolls an additional hemocraft die of rite damage. The Blood Hunter can take 1d6 damage when this feature is used to give the next attack roll it makes against the target before the end of the blood hunters turn has advantage.

Description

Blood hunters are warriors who use magical effects to hunt down dangerous monsters.

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

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